the view is scrolled, like object tiles, mouse coordinate computation and
pretty much anything other than rendering a scrolling background under
some sprites. Someday we'll probably want to sort out all that other
business, but not under current monthstone circumstances.
Note: the scrolling still feels a bit choppy (even under Windows) which is
annoying, but I'm doing everything by the book and have spent too much
time fine tuning it already, so we'll have to come back to this later if
we're not happy with the visuals.
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paintImmediately() so that it can figure out if it's being painted solely
to facilitate scrolling or because there are dirty regions.
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attempts to tune its refresh interval to one that allows the animated view
to scroll in even pixel counts each time through the render loop.
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model where it resides happily with existing toggles for showing
coordinates and sprite paths; did some other cosmetic cleanup.
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can implement "virtual" scenes which return tiles infinitely in all
directions in anticipation of supporting scrolling.
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external entity instruct us to do so. We always want them and they're not
that expensive to calculate.
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that a list of object metric records is used rather than a hashtable
mapping tile coords to object tile bounding polygons because we were never
doing a hash lookup, only iterating over the whole table.
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code doesn't have to do something like that itself to prevent code from
being inadvertently executed after the game has been ended.
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when all players have arrived in the game room into a method that can be
overridden.
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delegates; added isGameOver() to standardize the way that the delegates
determine that the game is over (isGameOver() may need to be customized by
the games, so we want the delegates to use the game's custom code when
appropriate).
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methods for starting and stopping the animation manager associated with an
animated panel.
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classes is only going to become more common, I've gone and created a
comprehensive facility for creating and using delegates in the place
controller and manager as well as the game controller and manager. With
the pattern nicely set, it is also easy to extend to controller/managers
further up the hierarchy that might need to delegate special methods of
their own. Whee!
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anything. The clip is already properly set before render() is called.
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than the IsoSceneView wants to be. Presently we simply center the scene
view, but we'll later be adding the ability to set a rectangle on which to
focus the scene view when shrunk so that the user can always see their own
character.
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the bastard Java technique of delegates and interfaces. I feel like I'm
doing OOP with one hand tied behind my back.
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easier to spell PolyStreamableList. Use ListUtil and String arrays rather
than hashtables to track classname to class id mappings.
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user has the need to store objects of varying types in a single list
(e.g., different sub-classes of a base class that is itself streamable)
that will itself be sent over the wire.
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character manager know that certain action sequences for a character
descriptor will be needed in the near future.
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game ready notification and for taking charge of the process of entering
the game room.
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that are dispatched over the network at once and processed all at once.
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except that it extracts the translation string key and arguments from a
compound key which is a tab-separated list of strings.
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CVS was taking it upon itself to expand my regular expression into a
proper $Id$ string. Whee!
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bit of fiddling to accomplish some things that used to be done by hand.)
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the target file and stuffing it back into the newly generated file so that
the generated file doesn't inherit the $Id$ string of the declaration file
which would generally not be what we want.
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replace the entire field rather than just add/remove/update elements.
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checked in their generated counterparts (which we want available for
javadoc-type stuff and so that we don't have to see CVS claim no knowledge
of them for the rest of time).
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